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ABSTRACT
This paper describes lessons learned in developing the linguistic, cognitive, emotional, and gestural models underlying virtual human behavior in a training application designed to train civilian police officers how to recognize gestures and verbal cues indicating different forms of mental illness and how to verbally interact with the mentally ill. Schizophrenia, paranoia, and depression were all modeled for the application. For linguistics, the application has quite complex language grammars that captured a range of syntactic structures and semantic categories. For cognition, there is a great deal of augmentation to a plan-based transition network needed to model the virtual humans knowledge. For emotions and gestures, virtual human behavior is based on expert-validated mapping tables specific to each mental illness. The paper presents five areas demanding continued research to improve virtual human behavior for use in training applications
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CITED BY 3
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Robert C. Hubal , Diana H. Fishbein , Monica S. Sheppard , Mallie J. Paschall , Diana L. Eldreth , Christopher T. Hyde, How do varied populations interact with embodied conversational agents? Findings from inner-city adolescents and prisoners, Computers in Human Behavior, v.24 n.3, p.1104-1138, May, 2008
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INDEX TERMS
Primary Classification:
D.
Software
D.2
SOFTWARE ENGINEERING
D.2.1
Requirements/Specifications
Subjects:
Elicitation methods (e.g., rapid prototyping, interviews, JAD)
Additional Classification:
D.
Software
D.2
SOFTWARE ENGINEERING
D.2.1
Requirements/Specifications
Subjects:
Methodologies (e.g., object-oriented, structured)
E.
Data
E.1
DATA STRUCTURES
Subjects:
Graphs and networks
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Natural language
J.
Computer Applications
J.4
SOCIAL AND BEHAVIORAL SCIENCES
Subjects:
Psychology
General Terms:
Design,
Documentation,
Experimentation,
Languages
Keywords:
agents,
behavior modeling,
interaction skills training,
managing encounters with the mentally ill,
responsive virtual humans
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